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cuberite-2a/MCServer/Plugins/Core/onplayerplacingblock.lua
madmaxoft@gmail.com 752057fb1b Forgotten files for previous merge commit (rev 1139)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1140 0a769ca7-a7f5-676a-18bf-c427514a06d6
2013-01-13 11:10:26 +00:00

63 lines
2.1 KiB
Lua

function OnPlayerPlacingBlock(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ, BlockType)
-- dont check if the direction is in the air
if (BlockFace == -1) then
return false
end
if( Player:HasPermission("core.build") == false ) then
return true
end
-- TODO: If the placed block is not a block (torch etc.), allow it without checking for collisions
local X = BlockX
local Y = BlockY
local Z = BlockZ
X, Y, Z = AddFaceDirection(X, Y, Z, BlockFace)
if (Y >= 256 or Y < 0) then
return true
end
local CheckCollision = function(Player)
-- drop the decimals, we only care about the full block X,Y,Z
local PlayerX = math.floor(Player:GetPosX(), 0)
local PlayerY = math.floor(Player:GetPosY(), 0)
local PlayerZ = math.floor(Player:GetPosZ(), 0)
-- player height is 2 blocks, so we check the position and then offset it up one
-- so they can't place a block in anyone's face
local collision = false
if ((BlockFace == BLOCK_FACE_TOP) and (PlayerY == BlockY - 2) and (PlayerX == BlockX) and (PlayerZ == BlockZ)) then
collision = true
end
if ((BlockFace == BLOCK_FACE_BOTTOM) and (PlayerY == BlockY + 1) and (PlayerX == BlockX) and (PlayerZ == BlockZ)) then
collision = true
end
if ((BlockFace == BLOCK_FACE_NORTH) and (PlayerX == BlockX) and (PlayerZ == BlockZ - 1)) then
if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
end
if ((BlockFace == BLOCK_FACE_SOUTH) and (PlayerX == BlockX) and (PlayerZ == BlockZ + 1)) then
if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
end
if ((BlockFace == BLOCK_FACE_WEST) and (PlayerX == BlockX - 1) and (PlayerZ == BlockZ)) then
if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
end
if ((BlockFace == BLOCK_FACE_EAST) and (PlayerX == BlockX + 1) and (PlayerZ == BlockZ)) then
if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
end
return collision
end
if (Player:GetWorld():ForEachPlayer(CheckCollision) == false) then
return true
end
return false
end